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ÄHANDICAP HORSE RACING(tm)
(c)1973 by Jerome Harris. All rights reserved.
Distributed by Data-Plane Inc. (206)-251-9772
These programs are protected under the copyright laws of the United States
of America. No part nor portion thereof, may be copied, except as backup
nor distributed on any media, nor operated on more than one computer
for profit or commercial gain without the express written consent of
Data-Plane Inc. All rights are reserved. Otherwise, copies of these progr-
ams may be freely distributed for recreation and entertainment...only.
Data-Plane Inc. makes no warranties as the fitness of these programs for
any particular purpose.
Data-Plane Inc. makes no warranties as to the fitness of these programs
for any particular purpose.
HANDICAP-HORSE-RACING is fun & instructive for all ages. Like the `sport
of kings`.......you never tire nor outgrow the fascination!
For one(1).....to ten-thousand(10000) players?!!!!!!!!! (Try it sometime).
*************************************************************************
HANDICAP HORSE RACING MANUAL
*************************************************************************
INSTRUCTIONS
-------------------------------------------------------------------------
For a Hard disc system:
Insert this diskette into a floppy drive....or copy contents into a
sub-directory of your choice.....as follows:
(assuming that your sub-directory is HHR....)
C:\>MD\HHR
C:\>CD\HHR
C:\HHR>d:
Place diskette in floppy d:
d:\>COPY *.* C:
d:\>C:
C:\HHR>TRACK [Enter]......etc.
-------------------------------------------------------------------------
For a floppy disc system:
d:\>TRACK [Enter]
d:\>RACES [Enter]
Once you have a working Track and everything appears to be in good order
you may:
d:\>erase *.EXE
Don't forget to make a backup copy......before doing anything!
-------------------------------------------------------------------------
Note: A graphics mode which sets the screen width to 40 characters double
size....will not work.
*************************************************************************
MATERIALS & SUPPLIES
*************************************************************************
1.- Any IBM compatible computer with DOS version 2.00 or better.
2.- A dot matrix printer......Epson compatible.
3.- A computer graphics card.
4.- 256k of memory.
5.- One (1) floppy drive.
-------------------------------------------------------------------------
There are small inexpensive devices which will divert the signal normally
sent to the screen.....to your TV. These are very easy to connect; and
increase the enjoyment of the game.
-------------------------------------------------------------------------
Each player should be supplied with a small 2"x2" pad of plain paper for
writing down bets and claiming slips.
Each player shall be supplied with approx $1,000,000 of chips or play-money.
The largest denomination should be $10,000...and the smallest $2.
Suggested distribution:
Number Denomination
9 $100,000
5 10,000
5 5,000
10 1,000
10 500
10 100
10 50
10 10
10 5
10 2
*************************************************************************
COMMENTARY
*************************************************************************
The object of the game is to win money from the Track. The game may be
terminated at the end of a day's play.....or continued from day to day
week to week.....etc.....at the pleasure of the players. All data and
results are saved; and the computer automatically computes the totals,
discounts, etc.
1.- Appoint someone from the group as "MARSHALL". The Marshall functions as a
high commissioner, acting as a liason between the player(s) and the
computer functions. The Marshall maintains law & order and keeps the game
& races(s) flowing; & bankrolls the Track. The Marshall's objective is to
make money for the Track....which he is assumed to own.
The Marshall makes money when:
a) A Horse owned by the Track wins a race.
b) From pari-mutual wagering.
c) Whenever a horse is bought or sold (avg 5%).
In addition, the Marshall shall:
a) Sell horses at auction to the other players;
b) Buy back horses at a discount when a player wishes to liquidate
his stock;
c) Assist in a re-sale of a horse when a player sells to another
player...and collect a commission therefrom. No exchange of
stock may occur without the Marshall getting a commission;
d) Take entries of Horses for a race from the owners;
e) Operate the Pari-Mutual wagering...take bets and pay winners;
f) Establish the rules of eligibility for each race;
g) Put up the purse for each race;
h) Collect entry & supplemental fees;
i) Distribute the purse to winning owners;
2.- Just before opening the track for business the Marshall shall print out
the Horse Registry. The Horse Registry shall be posted for all players
to read and inspect. After each race the Registry is up-dated; and
therefore, is different from meet to meet, reflecting a horses
performance in the previous meet.
From the TRACK MENU strike <P>.....to print the Horse Registry.
3.- The Marshall shall establish the eligibility for the first race. For
example, only horses of class 1000 or less are eligible.....or only
Horses of class 3000 - 2000 are eligible. Horses of class less than
2000 may be entered along with a `supplemental entry fee`..........
so forth and so on. The race distance is also announced as 5 to 9
furlongs.... To attract entries the Marshall shall announce the
purse as $10000 (minimum)....or more. See suggested `Sample Program`
below.
The Marshall must put up the purse. The Marshall may add additional
sums to the purse as he desires. The Marshall may do this to attract
more entrants....and to encourage players to buy horses from the track,
so as to be eligible for a given race.
As a rule of thumb, the purse will be established as ten times the
upper limit of eligibility....with an entry fee equal to 2% of the
purse....and a supplemental fee equal to 3% of the purse. For example,
in the race for horses of class 3000 - 2000, the purse should be
$30,000.....the entry fee $600....and the supplemental fee $900.
The supplemental fee is submitted, in addition to the entry fee.
Such an arrangement encourages players to buy more Horses of higher
caliber from the Track. Fees go to the Track.
The Marshall must accept an eligible horse as an entrant in a race
if the owner tenders the required entrant fee....anytime before
pari-mutual wagering of that race.
The Marshall may accept up to 16 entrants per race. If more than
16 horses are entered, the Marshall shall select the first 16 horses
entered....then the top 16 horses eligible....the rest will not be
accepted. The Marshall should keep a list of entrants for each race.
It behooves the Marshall to announce the full card of races in
advance of the first race. This encourages the players to buy
stock and enter the horse(s) as soon as possible...lest they
be shut out by a flood of other entrants. Once announced, the
Marshall may not change the race...nor lower the purse...etc.
The Marshall may increase the purse at any time...before the race.
A horse's eligibility is determined by his Class at the beginning
of the days races.
A horse is restricted to running in only one race per meet. Therefore,
owners should try to enter their stock in races in which they have a
good chance of winning. There are plenty of horses for sale.
Before the start of any race....all debts between the Track and
Owners must be settled. No player may owe the Track money. It would
be unfair to the other players & owners if one person were extended
credit. The game would soon blossom into a credit pool with no
money changing hands. There are, however, no restrictions on loans
from player to player. There are restrictions however, on the enforce-
ment of collection practices......Please consult with your local law
enforcement authorities to find out what boundaries exist, if any,
in this respect....
4.- If less than 8 Horses are entered.....the Marshall may round out the
field to 8 horses by selecting additional ELIGIBLE horses only, not
owned by other players, i.e., whose owner is the TRACK. To accomodate
Daily Double betting.....the Marshall MUST round out the field of the
second (2nd) race to sixteen (16) horses. If the track does not own
enough eligible horses to round out the field.....then the field will
be short.
5.- From the TRACK MENU the Marshall selects <S>....and enters the ID#'s
of the Horses entered. Once the Horses are entered....entries are
closed and the game proceeds to pari-mutual betting.
6.- Each player writes down his bets on separate piece(s) of paper. For
example, on a small piece of paper a betting slip might look as
follows:
"W" ......type of bet <W>in, <P>lace, <S>how, <A>cross...
$100 ......amount of bet.
# 3 ......horse post position.
5-10 ......Race No. - Meet No.
JH ......players' initials.
This slip is submitted to the marshall along with the funds (chips?).
The marshall enters the bets...and signs the betting slip...and returns
it to the player.
7.- The Marshall selects <R> for race....and the race is begun.
8.- The players cash in their winning betting slips for payment.
9.- The Marshall distributes the purse.
10.-The system returns to the TRACK MENU for the next race.
11.-Purchases and sales of horses, and other activities, may occur between
races.
12.-At the end of 10 races....select <Q> from the TRACK MENU. The game may
be returned to at any time. Everything has been saved.
With experience, a player will learn how to make money for the track.
*************************************************************************
**************************** HORSE REGISTRY *****************************
*************************************************************************
1.- ID#
(Each horse is assigned an ID#. All activity concerning a Horse is
referred to by its ID#).
2.- HORSE NAME
(A name is 24 characters or less. The majority of Horses in the Registry
are real horses who have campaigned in the past).
3.- SEX
(H = Horse C = Colt G = Gelding M = Mare F = Filly).
4.- CLASS
(A relative rating with respect to the Horses's overall ability. The
higher the Class...the better the Horse. Class has been derived by
examing the horse's actual performances in his/her many races on real
tracks. On the average a Horse of higher Class will beat rivals of
lesser Class. The greater the difference in Class, the more likely
the results will adhere to this rule. Traffic and some racing luck
will alter this premise... to the same degree that may be found under
actual racing conditions. There are no sure things at a race track.
Horses that finish in the first half of a field will be up-graded
in class....the rest of the field will be down-graded. Down-graded
horses will eventually be eligible to run against lesser competition,
and eventually will win. All horses who run in any race, will have
their `ability` parameters up-graded somewhat, and therefore will
improve as a result of having run a race. Experience counts.
Theoretically, a very low rated horse, if run enough times, will start
winning. Winning Horses become more valuable to their owners....
and may turn a tidy profit at a resale....and/or cash in time).
After a period of time, without reset, the horses will take on a
profile....that more reflects their performance on the computer
track....than it does their real life history.
5.- FRACTIONAL RATINGS SUMMARIZED
(To give the player an idea of the Horse's ability and style of
running, three sub-ratings have been established...100 = avg)
a) st = relative rating for first 1/2 mile
b) mid = " " " second " "
c) str = " " " stretch
6.- OWNER
7.- PRICE PAID BY OWNER
8.- DATE OF PURCHASE
9.- EARNINGS TO DATE
10.-PREVIOUS LAST 5 OUTINGS
*************************************************************************
PROPRIETARY SIMULATION ALGORITHM
*************************************************************************
Simulations have become an important and integral part of almost all
major aero-space and military projects in recent years. They not only
save money during the training cycles....but because of their inherent
versatility...many situations can be created on a computer which would
not otherwise be practical in real life. All airline and military pilots
are introduced to new aircraft in simulators....simulators which allow
them to practice dangerous manuevers..without the risk to themselves or
passengers. So important are simulators, that their performance is now
required to be as close to real life as state of the art allows. This
game was programmed by people with extensive experience developing
simulators for the aero-space industry. This game is a simulator.
Is there an analogy?.....You be the judge.....and be sure to let us know.
To many this will just be a game. However, because the system is based on
sound scientific principles....it will be much more than a game. It is
designed to give better horses....a better chance of winning. We know
those who keep track of such things, will find that this will be true
over the long haul.
To keep the game interesting at all times, another dimension has been
added. Transparent to the players is a variable known as "desire". In any
given race.....how high is a horse's desire to win. This is a random
variable. It allows lesser horses to occassionally beat the high class
competetion. Define this variable any way you like.....it keeps the game
interesting...and makes optimists out of owners.
The simulation algorithm drives the horses around the track. This
simulation is so accurate, that only a day at the track will prove more
exciting. The simulation is based on two sets of ability parameters.
1.- Each horse is assigned `x` units of energy to burn during the course
of a race....depending on the competition. Players are never told
the energy assignments. And because no two races are the same...the
energy assignment is never the same twice. (Remember also, that the
results of each race modifies a horses' parameters for the next race.
A horse may be better or worse next time out. It is all relative).
2.- Each horse has been rated for every 1/16th of a mile....predicated on
the horses actual past performances at real tracks. The differences
in tracks and conditions have been reduced to a common denominator
by a proprietary program.
3.- For each 1/16th of a mile, the parameters are fed into a system of
formulae, which simultaneously solves for the relative moves of all
horses in the field.......taking into account the balance of Pace vs
Ability vs Desire vs Energy.
4.- The simulation keeps uppermost in mind that the shortest path to the
finish line is along the rail. It takes less energy to run along the
rail than any other route. Keep this in mind when you decide to be
the jockey.
Horse movements are timed at intervals of 1 second each move. This is
done to heighten anticipation.......and to allow the players to study the
situation as the race unfolds. Hold down the [Space Bar]....and the delay
will be ignored.
The simulation gives the best horse(s)....the best chance to win but does
not guarantee victory. It won't be much of a game otherwise.
This simulation has proven to be highly accurate in the opinions of those
who have played the game. But because the horses have been rated over the
lifetime of their careers...and for other reasons...there is still plenty
of room for controversy....and isn't that the truth in reality? Besides,
we did not have access all the time to all data...and had to fill in some
gaps as we went along. Remember this is only a game.
Players have been observed to become so engrossed in the mechanics and
logistics of the game....that it has become a passion for them. We hope
that it becomes a passion for you too.
We sincerely hope that you get as much enjoyment out of this game over
the years.....as we had developing the concept.
*************************************************************************
JOCKEYS
*************************************************************************
Prior to the pari-mutual betting, the computer will ask if you want to be
the Jockey. This is an all or nothing proposition. Either every one is a
Jockey....or no-one is a Jockey. When a Jockey.....you may simply strike
<any key> to pass. In this fashion the game is kept moving right along.
-------------------------------------------------------------------------
If you decide not to be the jockey, the horses will run in accordance with
the rules of the proprietary simulation. Depending on traffic, the
simulation has a tendency to put the horse on the rail when possible.
This saves ground, but may result in a good horse getting trapped...and
deprived of running room....when in fact, the horse has plenty left; and
might win if it can get to the outside away from traffic.
You can be the jockey only for horses which you are the Owner. The Marshall
moves all other horses.
-------------------------------------------------------------------------
If you decide to be the jockey, the simulation will stop before each move
and offer, you the jockey, an array of possible moves. Instruct the Marshall
which move you desire. Some alternatives are spurrious...and should be
ignored. If no feasible alternatives exist, as determined by the simulator,
the horse will be moved...without stopping. If you are not sure, or don't
care what the next move should be.....strike [Enter].....and the simulation
will make the move for you. In any case, the computer will wait only 60 sec
for an answer....then make its own move.
If you are the jockey, you can decide when to tuck-in on the rail and save
ground....and when to stay outside, if you believe your horse is capable of
running down the competition. In certain situations, you may chose an
`alternative` which will block a horse of better calibre, thereby forcing
the rival(s) to go around your mount....and therefore burning up precious
ground and energy. (This is handy if you have more than one Horse entered
in a Race. It could even be construed by some to be downright criminal.)
By studying the horse registry, you can make judgements as to the relative
quality of your mount vs the calibre of the competition. In many cases,
your decisions will affect the outcome of the race. Strategy counts!
If your game version does not have the Horse Register, you will have to
derive your conclusions based on the Horse's reputation. For instance,
who hasen't heard of Man O'War....or Secretariat....to name a few.
Most of these horses have appeared in the Kentucky Derby, the Preakness,
and the Belmont. Others have campaigned at various tracks around the
country.....were top money earners of their time....and some are thrown
in for laughs.
*************************************************************************
ENERGY LEVEL
*************************************************************************
How much energy does your horse have left at any particular point in the
race? The answer is....you never know!....until you ask the Horse to make
a move. Jockeys will tell you the same thing.
*************************************************************************
EXPERIENCE
*************************************************************************
Each time a horse is raced, he/she is given credit for experience. And
experience counts. Little by little a horse will improve. When it reaches
a certain level....its improving performance will flatten out for a while
before it starts showing signs of renewed improvement.
*************************************************************************
SCRATCH
*************************************************************************
From time to time.....due to poor post position or a need for funds, or
because an added purse in a future race seems more attractive, an owner
may decide to scratch his/her horse from a particular race. If a horse
is scratched, 1/2 of the entry fee is refunded, and 1/2 of the supple-
mental fee is refunded. No substitutions may be made.
A Horse may not be scratched once a bet is made. The system will not
respond to requests for a Scratch....once any bet is down. So make up
your mind....before the action heats up.
A scratched horse may not be claimed.
*************************************************************************
RE-SALE
*************************************************************************
Owners may trade horses and/or buy and sell horses from each other. Any
exchange of stock must be recorded by the Marshall....for his usual fee.
The computer will do all the figuring.....and tell the Marshall and the
players how much to pay...and to whom.
*************************************************************************
FEED BILL & STALL RENTAL
*************************************************************************
Each owner must pay the Track $50 per Race per Horse for Feed, Stall
rental, security and the general up-keep of the grounds. If you own ten
Horses you are assessed $50 x 10 = $500 per Race. Everything cost money
nowadays. On the other hand, if you have managed to accumulate a 10 horse
stable.....you must be doing alright. It's just like real life. The rich
can afford the best of everything for their animals....and all Horses are
rated equal in their ability to eat...irregardless of Class...or position
of the owner.
As a player, consider the fact that each Horse that you own will cost you
an additional $500 per meet....if you hold onto him/her for the full meet.
Said fees are collected before each race.
*************************************************************************
FORCED LIQUDATION
*************************************************************************
An owner who is indebted to the Track and who cannot pay shall have a
Horse repossessed by the Marshall; i.e., the player shall submit a Horse
to the Marshall for <$>Cash-in. The Marshall shall satisfy the debt to
the Track first....then give the surplus to the player (former owner).
The Marshall shall repossess as many Horses as are necessary to satisfy
the debt in full. The player may choose the Horse(s) which are to be
repossessed.
A player who cannot pay.....shall be shot at dawn!....no exeptions.
*************************************************************************
CLAIMING
*************************************************************************
At least two races per meet should be Claiming Races. Usually the first
two. The claiming price shall be equivalent to the lower limit of elig-
ibility times 10.
For example, in a Race for Horses of Class 3000 - 2000, a Horse may be
Claimed for $20,000.
Anytime before a Race is begun a player may submit a Claiming slip and
the required claiming price to the Marshall:
"CLAIM"
"Name of Horse"
"Race No. - Meet No."
"Post Position"
"Claimants initials"
The Claiming slip shall remain a secret until the end of the race.
At the end of the Race and before the activity for the next race, owner-
ship of that horse will change in accordance with the rules for `Re-sale`;
except a winning horse may not be claimed.
Don't enter a Horse which you like in a Claiming Race...you may lose him.
*************************************************************************
AUCTION
*************************************************************************
The Track makes money when stock is bought and sold. It behooves the
Track therefore to encourage players to buy Horses.
The Marshall must put up for auction any horse requested by a player. The
Marshall may take any price for the horse but since the Track is required
to buy-back all stock tendered at any time....and since the cash-in value
is determined by the horse's performance...it would be foolish to let the
horse go at a bargain price. In fact, if the horse runs in a race and
finishes in the top half of the field, the value of the horse will
increase...and the Track would suffer a loss at cash-in time, if it did
not recieve full value from the buyer at auction. Therefore, the
Marshall is not required to sell any Horse at Auction at less than the
minimum bid.
A Horse that does not run...will lose money for its owner....because the
Track is required to buy back the Horse at a 5% discount of its value at
`cash-in` time.
Players are allowed to form partnerships and syndicates to buy a Horse.
Keep in mind, that a horse that wins is worth more.......and a horse that
loses..........is worth less. The computer automatically keeps track of a
horse's value.
*************************************************************************
SAMPLE PROGRAM
*************************************************************************
FIRST - The Longacres Sprint
5 furlongs, purse $10,000, claiming price $1000
entry fee $200
eligible class 1000 - 0000
*Horses who have not won in prev 5 outings.
------------------------------------------------------------------------
SECOND - The Santa Anita Derby
6 furlongs, purse $20,000, claiming price $2000
entry fee $400
eligible class 2000 - 0000
*Marshall must round out field to 16 horses.
------------------------------------------------------------------------
THIRD - The Saratoga Special
7 furlongs, purse $40,000, claiming price $20000
entry fee $800, supplemental entry fee + $1200
eligible class 4000 - 2000
------------------------------------------------------------------------
FOURTH - The Churchill Downs Feature
8 furlongs, purse $80,000, claiming price $40000
entry fee $1600, supplemental entry fee + $2400
eligible class 8000 - 4000
------------------------------------------------------------------------
FIFTH - The Arlington Memorial
8 furlongs, purse $160,000
entry fee $3200, supplemental entry fee + $4800
eligible class 16000 - 8000
------------------------------------------------------------------------
SIXTH - The Garden State Mile
8 furlongs, purse $200,000
entry fee $4000, supplemental entry fee + $6000
eligible class 20000 - 16000
------------------------------------------------------------------------
SEVENTH - The Belmont Stakes
9 furlongs, purse $300,000
entry fee $6000, supplemental entry fee + $9000
eligible class 30000 - 20000
------------------------------------------------------------------------
EIGHTH - The Data-Plane Classic
9 furlongs, purse $1,000,000
entry fee $20000, supplemental entry fee + $30000
eligible class 30000 or better
------------------------------------------------------------------------
NINETH - The Hialeah Flamingo Invitational
8 furlongs, purse $500,000
entry fee $10000, supplemental entry fee + $15000
eligible class 20000 or better
------------------------------------------------------------------------
TENTH - The Free-for-All Handicap
8 furlongs, purse $250,000, claiming price $100000
entry fee $5000, supplemental entry fee + $7500
eligible class 10000 or better
*Supplemental entry fee(s) goto Winner.
------------------------------------------------------------------------
END OF PROGRAM
------------------------------------------------------------------------
Weather & weight are not factors at this track.....unless you play at an
outdoor bar-b-que.....eat a lot.....and it rains.
*************************************************************************
PURSE
*************************************************************************
The purse is divided up automatically by the computer. You will notice
that the more horses entered in a race.....the higher the share to first
place.
The first five finishers...or the first half of the field are recipients
of a share of the purse; whichever is less.
The Marshall may add to the purse....any way he sees fit. For instance
he may increase the total purse...or offer an added amount to the winner
only. In the latter case, the added amount should not be included in the
purse, but rather awarded to the winner after the race. This is a strong
incentive for players to purchase stock...which makes the Track a profit.
*************************************************************************
TYPES OF BETS
*************************************************************************
All bets must be in whole Dollar amounts....no cents. All bets should be
$2 or greater.....
WIN - Bet a horse to finish first.
PLACE - Bet a horse to finish first or second.
SHOW - Bet a horse to finish first or second or third.
"W" ......type of bet <W>in, <P>lace, <S>how.
$100 ......amount of bet.
# 3 ......horse post position.
5-10 ......Race No. - Meet No.
JH ......players' initials.
ACROSS THE BD - Bet a horse to finish first, second or third. Actually
three bets of equal amounts....a Win bet...a Place bet
and a Show bet. This bet will be multiplied by 3. For
example, $15 Across the Board is........$45 total.
"A" ......type of bet <A>cross the Board.
$100 ......bet.
$300 ......total amount of bet.
# 3 ......horse post position.
5-10 ......Race No. - Meet No.
JH ......players' initials.
EXACTA - Bet the order of finish of the first & second horses
in that order only in that race. For example, if the
bet is 3 & 7.....and the order of finish is 7 & 3, you
lose.
"X" ......type of bet <X>acta.
$2 ......amount of bet.
$2 ......total amount of bet.
#3+7 ......horse post positions in exact order of finish.
5-10 ......Race No. - Meet No.
JH ......players' initials.
- Exacta & Trifect bets may be wheeled. For example, you
may select horse post position #4 to finish first..and
couple this with all and any other horse(s) to finish
second. You would place this type of bet if you felt
confident that #4 was going to win....and pay a good
Exacta price to make the investment worthwhile. In an
eight (8) horse field...the #4 horse wheeled with the
rest of the field is actually seven (7) bets. Count
them. #4&1...#4&2...#4&3...#4&5...#4&6...#4&7...#4&8.
Therefore, the bet is seven times the bet. When enter-
ing this type bet, the Marshall shall use the symbol
`W` to indicate Wheel and the computer will calculate
the total amount for you. Pay the Marshall that amount.
Only one position may be wheeled.
"X" ......type of bet <X>acta.
$2 ......amount of bet.
$14 ......total amount of bet. Seven times $2.00
#4+W ......horse post position. `W` means wheel.
5-10 ......Race No. - Meet No.
JH ......players' initials.
TRIFECTA - Same as Exacta bet....except you must pick the exact
order of finish of the first three horses. Usually
pays good price....and is hard to pick. This type of
bet may be wheeled.
"T" ......type of bet <T>rifecta.
$2 ......amount of bet.
$2 ......total amount of bet.
#3+7+4 ......horse post positions in exact order of finish.
5-10 ......Race No. - Meet No.
JH ......players' initials.
DAILY DOUBLE - This bet picks the winners of the first two races only.
This bet may be placed only before the start of the
first race. Since this is a game...even if the entries
for the second race were known before the start of the
first race....it still is not possible to know their
post position in the second race....because the system
does not assign post position until just before
pari-mutual betting of a given race. Therefore you are
betting blind on the horse for the second race. For
fun.....we have nevertheless included the Daily Double
as a possible bet. Players seem to enjoy the practice.
This type of bet may be wheeled.
"D" ......type of bet <D>aily Double.
$2 ......amount of bet.
$2 ......total amount of bet.
#9+11 ......horse post positions winners of first & second races.
10 ......Meet No.....Always the first two races only.
JH ......players' initials.
Note:
Certain bets are not accepted. For instance, you cannot make a Trifecta
or Show bet in a two horse race. The computer will indicate that it has
not accepted a bet by flashing.....`NO BET`.
Only one position may be wheeled.
A blank post position will cancel the bet.
*************************************************************************
PARI - MUTUAL
*************************************************************************
Pari-mutual betting is as close to the track formula as possible.
The Track keeps 15% of all losing bets....or if no bet is made on a win-
ning horse...the track keeps it all. Odds are based on the amount bet on
each horse vs the total bet on all horses....just like at the track.
The original odds posted are called the `morning line`...and reflect a
measure of the horses ability vs the competition. Bets placed on entries
will change the `morning line` to real odds....and are a measure of the
public's opinion.
Post time odds are the final odds computed prior to the beginning of the
race.
At the conclusion of a race, the pari-mutual pay-offs are posted. These
are based on a $2.00 bet. If a horse pays $8.00 to Win....then a $100.00
bet pays 50 times that amount.....or $400.00. The computer will assist
the Marshall in figuring the pay-offs....for different wagered amounts.
The Track occassionally will lose money when a winning Horse is heavily
bet on. The minimum payoff is $2.20......which may be more than the
computed pay-off.
Mistakes cannot be rectified. A Marshall who inadvertenly pushes the
wrong button will have to eat the ticket. Without this rule a Marshall
might be tempted to try influencing fate. A player does not have to
accept a bet which he did not ask for. Hence the requirement for writing
down all bets on betting slips.
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PARI-MUTUAL MENU
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<S>cratch - See section entitled `SCRATCH`.
<M>enu - Returns to the TRACK MENU.
<CR> Bet - Strike [Enter] or [Carriage Return]....to place a bet.
Enter the bet amount. A [Blank] will automatically
default to a $2.00 wager. Select the type of bet from
the Betting Menu. Do not enter the total amount. Enter
the Bet amount. The computer will figure out the total.
If the system does not return to the Pari-Mutual Menu
stike <any key>. The computer is just trying to give
you time to consider the result....on some bets. On
others the return to the Menu is immediate.
<R>ace - When all bets are in and placed...Load the horses into
the starting gate and go!
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WINNING TICKET PAYOFFS
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To assist the Marshall with payoffs at the conclusion of a race, the
Marshall may enter the $2 payoff from the tote board, then the face value
of the winning ticket(s). The program will tell the Marshall how much to
pay the winner(s). For example:
pp WIN PLACE SHOW
7.- 6.40 3.60 2.80
4.- 6.70 3.30
3.- 5.40
to determine the payoff for a $100 PLACE ticket on Horse #4...enter $6.70
as the $2 payoff price...then $100 as the `face value` of the ticket. The
payoff shall compute $335 to the winner. (50...$2 tickets).
After a while, the Marshall probably will be able to figure out the pays
without help from the computer.
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TRACK MENU
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<N> - Select at Random horses for next race.
(Can be used as short version...i.e., no owners).
<S> - The Marshall will key in entrants for next race.
<P> - Print the Horse Register. Do this first. Will clarify other
print-outs and displays.
<D> - Same as <P>....except scrolled on screen.
<1> - Same as <D>....except displays only data on one (1) horse.
<C> - Same as <P>....except you may chose limits for Class.
<c> - Same as <C>....except scrolled on screen.
<O> - Same as <P>....except you may chose Owners.
<o> - Same as <O>....except scrolled on screen.
<A> - Auction. Computes all prices & discounts automatically.
<R> - Used whenever stock changes hands between players.
<$> - Used whenever a player wants to liquidate his stock. Computes
values and discounts automatically.
NOTE - During any long print-out or display...<any key> will abort.
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SEX
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We have tried to be as true to real life as practical. However, Fillies
turn into Mares......and Colts turn into Horses.....or Geldings. Kind of
confusing to some and crystal clear to others. In any case, Sex has been
included in the Horse Registry....and may be used as another dimension in
the qualification of a an animal for a race. For instance, you may have a
race eligible only to Fillies....so forth and so on.
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RESULTS
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The results of all races are summarized and saved on disk. If this is a
`floppy` application....the diskette may fill up with results. Print them
out as per instructions, which will appear at the end of each meet, and
erase the files:
d:\>erase *.RCE
Once you have a working Track and everything appears to be in good order
you may:
d:\>erase *.EXE
Don't forget to make a backup copy......before doing anything!
Currently, each diskette will hold about 10 races.
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MISTAKES
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There are no `do-overs` in this game. All moves and bets are final.
However, to assuage the damaged party(s)......the Marshall shall pay each
player $100 (that means all players)....for each mistake which is clearly
the Marshall's error....Push a wrong button....and it could cost the
Marshall thousands. (Besides the Marshall can usually afford it).
Without this rule....chaos might prevail.
A Marshall who makes too many mistakes should be replaced......after the
players break his fingers.
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RESET
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Only hard disc systems can be reset to original conditions.
To reset the system back to ground zero...simply reload the diskette and
start from: (assuming that your sub-directory is HHR....)
C:\>CD\HHR
C:\HHR>ERASE *.*
C:\HHR>d:
Place diskette in floppy d:
d:\>COPY *.* C:
d:\>C:
C:\HHR>TRACK [Enter]......etc.
If this is a floppy diskette system only....the system cannot be reset.
The horses will forever have the characteristics assigned to them as a
result of their record on the computer track. Who knows......Secretariat
may become a `nag`.....and Yugo a great stallion. Keep this in mind when
you invite friends over for a game.
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BOTTOM LINE
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If you haven't lost money at this track......then you must be doing some-
thing wrong!......Keep this in mind when you go to a real track......and
Good Luck!
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SUGGESTIONS
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We look foward to hearing from you. If you have good ideas....we might be
persuaded to implement them in future versions.
To help us improve this game we ask that you send a copy of the
`Horse Register` after each 100 races on your system. This hard copy will
be analyzed.....and program enhancements will result. Thanks in advance.
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HANDICAP-HORSE-RACING II, with all of the features discussed above is
available for $74.95 + s&h......and may be purchased by calling the toll
free number 1-800-323-8063. Credit cards welcome...or send checks to the
address below.
Be sure to ask for HANDICAP-HORSE-RACING version II.
Prices subject to change without notice.
*************************************************************************
First Printing July 1989
Printed in U.S.A. by DATA-PLANE INCORPORATED
330 S.W.43rd Street ste 267H
Renton Washington 98055
1-(206) 251-9772
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